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https://github.com/PixarAnimationStudios/OpenSubdiv
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c3aa00e706
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation method to examples/common/glUtils, which is renamed and namespaced from gl_common.{cpp,h} to be consistent to other files. Same renamings applied to other example files.
68 lines
2.2 KiB
C++
68 lines
2.2 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OPENSUBDIV_EXAMPLES_D3D11_HUD_H
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#define OPENSUBDIV_EXAMPLES_D3D11_HUD_H
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#include <D3D11.h>
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#include "hud.h"
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class D3D11hud : public Hud
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{
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public:
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D3D11hud(ID3D11DeviceContext *deviceContext);
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~D3D11hud();
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void Init(int width, int height) {
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Init(width, height, width, height);
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}
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void Rebuild(int width, int height) {
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Rebuild(width, height, width, height);
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}
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virtual void Init(int width, int height, int framebufferWidth, int framebufferHeight);
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virtual void Rebuild(int width, int height,
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int framebufferWidth, int framebufferHeight);
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virtual bool Flush();
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private:
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ID3D11DeviceContext *_deviceContext;
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ID3D11Buffer *_vbo;
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ID3D11Buffer *_staticVbo;
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ID3D11Texture2D *_fontTexture;
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ID3D11InputLayout *_inputLayout;
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ID3D11ShaderResourceView *_shaderResourceView;
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ID3D11SamplerState *_samplerState;
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ID3D11VertexShader *_vertexShader;
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ID3D11PixelShader *_pixelShader;
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ID3D11RasterizerState *_rasterizerState;
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ID3D11Buffer* _constantBuffer;
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int _staticVboCount;
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};
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#endif // OPENSUBDIV_EXAMPLES_D3D11_HUD_H
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